The Xenoforce Reborn mod takes the classic Xenoforce mod from CNC Generals and re-invisions it on the CNC3 engine with new units and new designs. The new armies that are currently scheduled to be in the mod are the Earth Federation, ZEON, the Invid, and the Earth Robotech Defense Force. We also have heavily modified the original CNC3 armies, giving the GDI, NOD, and Scrin a much more dynamic gameplay experience. This mod is NOT FOR PROFIT and NON-commercial based.
Xenoforce Original 3 V2 Release
The long awaited release is finally here! With a new balancing system, new units, and new designs this is the best version yet!
Nov 5, 2012 News
Xenoforce 9E Released!
Are you ready for another layer of Command and Conquer? This release brings 5 factions to bear against each other, with fully working and custom AI scripts, new units, new weapon systems, and the return...
Oct 14, 2011 News
C&C3: Tiberium Wars mods supported (update)
Commander you are needed on deck, it seems Desura has created mod support for Command and Conquer 3: Tiberium Wars.
Jun 30, 2011 News
Xenoforce 1.1 Update
There has been an update to Xenoforce : The Original 3. This update slightly modifies GDI and NOD, but drastically changes the Scrin.
Jun 28, 2011 NewsOnly registered members can share their thoughts. So come on! Join the community today (totally free - or sign in with your social account on the right) and join in the conversation.







Can someone tell me how to access higher DEFCON levels with The UC Earth Federation please:)
There you go:
Prerequisite: Earth Federation Forward Base, then build Hazel Tech Center and R&D Tech Center, make sure you want to defend it. Wait for the Defcon on the Support Powers fully charged.
Thanks a bunch mate:)
Thanks Ultra for getting him that info faster than I could/did. If it helps any the next version of the mod for UC won't have this confusing setup with the Defcon System. The Defcon has been pulled completely out.
We have 1 more thing to finish with GDI, their defenses. Then I have to still finish up UC's defenses , change Scrin setup, make some NOD changes so it also is on the new design, redo the UC balancing descriptions, change AW over to a more "straightforward" and less confusing design, and add SEED back in before I get the next release out.
Damn, I have a lot of work to do....
Let me know in a PM when you've finished Xenoforce O3 V2.1, alright. I've been playing campaign with this mod for a bit, and it was rather fun at that.
The next O3 may be a bit, I have been fighting with this GDI Grid Barrier code for the last week. I've got the code down well enough that it works but I am just having trouble making it look good. The last, ah, 5 models that I've come up with just never looked right. :p
I have a question can you make Annihilator Tripod more bigger they look strong but ther small?
You know, I've never tried. I've got the Tripod 3ds files, they are available for free in the sample art packs. I could try, I think the model itself is just controlled through a skeleton animation. So I suppose I could try and make the Tripods bigger.
Thanks :)
As soon as I get this GDI Ion Grid Blockade thing done I'll give it a try and let you know how it go's.